Empire's Foundation

Magic

Magic comes in two forms: Arcane and Divine. Arcane magic utilizes the patterns in the sub-natural processes of the universe to manifest fantastic and generally impossible acts in the local vicinity of the arcane caster. This is done by creating resonances in the fundamental fabric of the universe (sometimes called aether) which will manifest the desired effects. These patterns have been discovered by a long period of research by mages and proto-mages. The current spell list reflects the results of their research. Assassins, Bards, Sorcerers, and Wizards cast Arcane magic.

Divine magic is something else entirely. Divine magic is of a kind of power that is lent from another, specifically a supernatural being of great power. So far, it has been determined that there are a number of factions with various goals which lend power to certain persons on the earth to further their goals. What these goals are, or even how many factions there are, is still up for debate. Druids, Clerics and Paladins cast Divine Magic.

Casting Spells

The action of casting a spell is (nearly) always a very obvious, deliberate act; it consists of moving both of the hands in a precise manner, vocalizing particular syllables and focused mental effort. The vocal portion of a spell may be foregone if a spell has a material component listed and you are holding that component in your hand as you begin the spell. Bards cast spells through song or verse, and may not forego the vocal component of spellcasting. Clerics must possess a holy symbol and brandish it as part of the spellcasting process.

Casting spells takes time and concentration. Higher level spells require more time and concentration. If a character sustains damage while casting a spell, he must make a Concentration check by rolling 1d20 and as many d4s as points of damage sustained. The result must be below the character’s concentration score to maintain the spell.